How do games like quake and UT come up with the algorithms to wrap the textures for models around textures? I guess I can sort of see it being possible but extremely complicated. Is there a trick or do you just have to go and figure out where to map the texture for each model? Any place were this topic on the web would be greatly appricated. Also any comments are welcome.

Thanks

dmy

05-02-2000, 11:38 PM

via assigning texture coordinates into a modeling application, like MAX.

i think the models are created into MAX, then textures are mapped with standard gizmos generally, and specific planar gizmos for particular cases.

...or else you mean to avoid visible seams between the texture boundary, between the 1->0 transition across a polygon?